0% found this document useful (0 votes)
2K views12 pages

PZOPF1003E Headshot The Rot Pregens

This document provides pregenerated character sheets for four characters - Booker Kaar, Doc Featherton, Zakzak, and Zindarel - designed for a one-shot Pathfinder adventure called "Head-Shot the Rot". Each character comes with backstory, abilities, and game statistics ready for play. Booker Kaar is a human gunslinger and former pirate who uses his size and strength to wield heavy weapons, and partners with Doc Featherton to take mercenary jobs.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
2K views12 pages

PZOPF1003E Headshot The Rot Pregens

This document provides pregenerated character sheets for four characters - Booker Kaar, Doc Featherton, Zakzak, and Zindarel - designed for a one-shot Pathfinder adventure called "Head-Shot the Rot". Each character comes with backstory, abilities, and game statistics ready for play. Booker Kaar is a human gunslinger and former pirate who uses his size and strength to wield heavy weapons, and partners with Doc Featherton to take mercenary jobs.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 12

Second Edition

Pregenerated Characters
AUTHOR
Michael Sayre

DEVELOPER
Adam Daigle

DESIGN LEAD
Jason Bulmahn

EDITING LEAD
Leo Glass

EDITORS
Leo Glass, Avi Kool, Simone D. Sallé, and
Shay Snow

COVER ARTIST
Ernanda Souza

INTERIOR ARTIST
Diego Machuca

CARTOGRAPHER
Sean Macdonald

ART DIRECTION
Emily Crowell and Sonja Morris

GRAPHIC DESIGN
Sonja Morris

CREATIVE DIRECTOR
James Jacobs

PUBLISHER
Erik Mona

DESIGNED FOR 3RD-LEVEL CHARACTERS

Pregenerated Characters

BOOKER KAAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

DOC FEATHERTON . . . . . . . . . . . . . . . . . . . . . . . . . 5

ZAKZAK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

ZINDAREL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

Pathfinder One-Shot: Head-Shot the Rot is designed to be played with the four
pregenerated characters presented here. Each comes with ready-to-play game statistics
and backstories tied to one another. These four gunslingers are looking to make a name
for themselves in the deadly Mana Wastes that surround the gritty city of Alkenstar.
Despite their shared talent with their unusual weapons, each of them plays a unique
role in the group, lending their skills to help the party achieve its goals and protect each
other’s interests.
In addition to the standard abilities presented in the Pathfinder Core Rulebook,
these characters utilize abilities found in Pathfinder Guns & Gears. Rules from this
Paizo Inc. secondary source are presented here for your convenience in the Rules Index following
7120 185th Ave NE, Ste 120 each character entry. In addition, there is a quick reference for traits and common terms
Redmond, WA 98052-0577 found on page 11.

paizo.com
Booker Kaar
Booker’s been a lot of things over the course of his life. As You are the armored artillery, the unbreaking wall, the living
a teen in the Jalmeri port of Niswan, he thought maybe his fortification. You Interact to draw a firearm or crossbow.
powerful muscles and quick reflexes could earn him a spot You then position that weapon defensively, gaining a +1
in one of the martial monasteries. That dream ended when circumstance bonus to AC until the start of your first turn,
he was taken by pirates during a raid and press-ganged or a +2 circumstance bonus if the chosen weapon has the
into service pumping bilges. One day, in order to save his parry trait.
own life during a battle with a Chelaxian pirate hunter, he
took control of a cannon and sank the enemy ship, earning MUNITIONS CRAFTER FEAT 1
himself a promotion to full crewmember. He worked the GUNSLINGER
cannons for a time and discovered he had a penchant for Bullets and bombs can be scarce in some parts, so you’ve
big guns and close-quarters combat, using his impressive learned to make your own. You become trained in Crafting and
size to lug weapons others found unwieldy. Booker might gain the alchemist’s infused reagents class feature, gaining
have been a very successful pirate if he’d a number of reagents each day equal to your level.
had a taste for it, You also gain the Alchemical Crafting feat and four
but he never liked additional formulas for 1st-level alchemical items.
hurting people You gain infused reagents (a pool of reagents
who didn’t have it usable to make alchemical items) and advanced
coming, so when the alchemy (allowing you to make
chance came to jump ship alchemical items during your daily
in Katapesh, he took it. preparations without the normal
Booker used his gun and cost or time expenditure). You
his muscles to find work gain batches of infused
as a caravan guard, making reagents per day equal
his way inland to avoid his old to your level, which you
compatriots. Eventually, he fell in can use to create only
with a woman named Doc and the bombs or alchemical
two formed an easy partnership, with ammunition. Your
Doc finding paying jobs and places with cheap advanced alchemy level for
rent while Booker’s quiet and imposing creating these is 1 and doesn’t
presence gave them an intimidating edge over increase on its own. If you use a batch
mercenaries competing for the same work. of infused reagents to create basic level-0
ammunition such as black powder cartridges or
RULES INDEX black powder doses, you produce 10 rounds of
ammunition.
CLEAR A PATH [one-action]
GUNSLINGER WARNING SHOT [one-action] FEAT 2
Requirements You’re wielding a two-handed firearm GUNSLINGER
or two-handed crossbow. Prerequisites trained in Intimidation
You push outward with your weapon to clear some Requirements You are wielding a loaded
space before quickly reloading a fresh round. You firearm.
make an Athletics check to Shove an opponent within Who needs words when the roar of
your reach using your weapon, then Interact to reload. a gun is so much more succinct? You
For this Shove, you don’t need a free hand and you add attempt to Demoralize a foe by firing
the weapon’s item bonus on attack rolls (if any) to the your weapon into the air, using the
Athletics check. If your last action was a ranged Strike firearm’s maximum range rather than
with the weapon, use the same multiple attack penalty as the usual range of 30 feet. This check
that Strike for the Shove; the Shove still counts toward doesn’t take the –4 circumstance
your multiple attack penalty on further attacks penalty if the target does not share a
as normal. language with you.

LIVING FORTIFICATION [free-action]


GUNSLINGER
Trigger You roll initiative.

3
Booker Kaar Gunslinger 3
ANCESTRY HUMAN (VERSATILE) BACKGROUND CANNONEER
SPEED 25 FEET PERCEPTION +7 (EXPERT)

ALIGNMENT NG

LANGUAGES COMMON, VUDRANI


STRENGTH DEXTERITY CONSTITUTION
MODIFIER MODIFIER MODIFIER
STR 16 (+3) DEX 16 (+3) CON 12 (+1)
INTELLIGENCE WISDOM CHARISMA
MODIFIER MODIFIER MODIFIER
INT 10 (+0) WIS 10 (+0) CHA 14 (+2)

Strikes
MELEE [one-action] reinforced stock +8, Damage 1d4+3 bludgeoning
RANGED [one-action] dwarven scattergun +11 (concussive, dwarf, kickback, reload 1,
scatter 10 feet; range 50 feet), Damage 1d8+2 piercing

Skills
ACROBATICS (T) ATHLETICS (T) INTIMIDATION (E)
+8 +8 +9
MEDICINE (T) STEALTH (T) WARFARE LORE (T)
+5 +8 +5

Feats and Abilities


CLASS FEATURES Clear a Path, Living Fortification, singular expertise,
stubborn, way of the vanguard
ANCESTRY FEATS Unconventional Weaponry (dwarven scattergun)
CLASS FEATS Munitions Crafter, Warning Shot
GENERAL FEATS Toughness
SKILL FEATS Assurance (Athletics), Hefty Hauler, Titan Wrestler

Defenses
HIT POINTS ARMOR CLASS
38 20
FORTITUDE REFLEX WILL
+8 +10 +7

Equipment
READY +1 dwarven scattergun with reinforced stock
WORN crowbar, everburning torch, firearm cleaning kit, healer’s tools, minor
healing potions (2), rope, rounds (20), studded leather armor, 7 gp,
9 sp

4
Doc Featherton
Amara “Doc” Featherton has quick wits, a keen eye, a You become an expert in Medicine. When you succeed
ready laugh, and a carefree disregard for local laws and with Battle Medicine or Treat Wounds, the target regains 5
conventions. Doc was born in Absalom but has spent years additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40.
traveling around the Inner Sea, using her skills as a medic Once per day, you can use Battle Medicine on a creature that’s
and surgeon to pay her way. While Doc does have talent as a temporarily immune.
physician, she’s also been known to overestimate that talent,
leaving bereaved families and incensed sheriffs in her wake. RELOADING STRIKE [one-action]
Doc’s skills aren’t just limited to treating wounds and GUNSLINGER
performing surgeries with various degrees of success, Requirements You are wielding a
however. Doc has a pair of pistols she’s affectionately one-handed firearm or one-handed
named “Problem” and “Solution”; when she’s in a crossbow in one hand, and your
situation she can’t outrun or talk her way out of, other hand either wields a one-
Problem’s razor-sharp bayonet or a spray of pellets handed melee weapon or is empty.
from Solution often turn the tides back in her favor. You attack and then reload your
Doc’s guns have rested in their holsters for a gun in one fluid movement.
few months now thanks to her intimidating new Strike an opponent within
companion, Booker; she’s spent the last few reach with your one-handed
weeks playing cards and selling her services as a melee weapon (or, if your
physician when the cards turn against her. Still, other hand is empty, with
she’s feeling that tingle in her feet telling her an unarmed attack), and then
to run that usually means trouble is coming. Interact to reload. You don’t
need a free hand to reload in
RULES INDEX this way.

DUAL-WEAPON RELOAD [one-action] FEAT 1 RISKY SURGERY FEAT 1


GUNSLINGER GENERAL SKILL
Requirements You are wielding two Prerequisites trained in Medicine
one-handed weapons, each in a Your surgery can bring a patient back
different hand, one of which is a from the brink of death, but might push
ranged weapon. them over the edge. When you Treat
You carry your ammunition in a way Wounds, you can deal 1d8 slashing
that allows you to reload while holding damage to your patient just before
two weapons. You Interact to reload a one- applying the effects of Treat Wounds.
handed ranged weapon you’re holding. If you do, you gain a +2 circumstance
You don’t need a free hand to reload bonus to your Medicine check to Treat
your ranged weapon in this way. Wounds, and if you roll a success, you get
a critical success instead.
HIT THE DIRT! [reaction] FEAT 1
GUNSLINGER INTO THE FRAY [free-action]
Trigger A creature you can GUNSLINGER
see attempts a ranged Trigger You roll initiative.
Strike against you. You know trouble can lurk around every
You fling yourself out of corner, and your hands are never far from
harm’s way. You Leap out of the way, gaining your holsters. You can Interact to draw a one-
a +2 circumstance bonus to AC against the handed ranged weapon and can then Interact
triggering attack. Regardless of whether to draw a one-handed melee weapon. As your
or not the triggering attack hits, you land first action on your first turn, you can Stride as
prone after completing your Leap. a free action toward an enemy you can perceive.
If you can’t perceive any enemies or can’t end
MEDIC DEDICATION FEAT 2 your movement closer to one, you can’t take this
ARCHETYPE DEDICATION GUNSLINGER Stride.
Prerequisites Battle Medicine, trained
in Medicine

5
Doc Featherton Gunslinger 3
ANCESTRY HUMAN (VERSATILE) BACKGROUND BACK-ALLEY DOCTOR
SPEED 25 FEET PERCEPTION +9 (EXPERT)
Equipment
ALIGNMENT CN READY dragon mouth pistol with reinforced stock, +1 dueling pistol with
bayonet
LANGUAGES COMMON, KELISH, TIEN
WORN dragon mouth rounds (20), dueling pistol rounds (20), bull’s eye
STRENGTH DEXTERITY CONSTITUTION lantern, firearm cleaning kit, flint and steel, healer’s tools, minor
MODIFIER MODIFIER MODIFIER healing potions (2), leather armor, rope, 13 gp, 5 sp, 5 cp
STR 10 (+0) DEX 18 (+4) CON 10 (+0)
INTELLIGENCE WISDOM CHARISMA
MODIFIER MODIFIER MODIFIER
INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Strikes
MELEE [one-action] bayonet +9 (agile, finesse), Damage 1d4 piercing
MELEE [one-action] reinforced stock +5, Damage 1d4 bludgeoning
RANGED [one-action] dragon mouth pistol +11 (concussive, reload 1, scatter 5 feet; range
20 feet), Damage 1d6+1 piercing
RANGED [one-action] dueling pistol +12 (concealable, concussive, fatal d10, reload 1; range
60 feet), Damage 1d6+1 piercing

Skills
ACROBATICS (T) ATHLETICS (T) DECEPTION (T)
+9 +5 +7
MEDICINE (E) SOCIETY (T) STEALTH (T)
+9 +6 +6
THIEVERY (T) UNDERWORLD LORE (T)
+9 +6

Feats and Abilities


CLASS FEATURES Into the Fray, Reloading Strike, singular expertise, stubborn,
way of the drifter
ANCESTRY FEATS Natural Ambition (Hit the Dirt!)
CLASS FEATS Dual-Weapon Reload, Medic Dedication
GENERAL FEATS Diehard
SKILL FEATS Battle Medicine, Lengthy Diversion, Risky Surgery

Defenses
HIT POINTS ARMOR CLASS
32 20
FORTITUDE REFLEX WILL
+7 +11 +9

6
Zakzak
Growing up on the streets of Absalom, Zakzak was raised CRAFTER’S APPRAISAL FEAT 1
on stories of the heroic goblins of the Crookedtoes tribe. GENERAL SKILL
Zakzak relentlessly pestered anyone who might tell him Prerequisites trained in Crafting
more about those fabled goblins who bravely battled the Your knowledge of items’ construction allows you to discern
undead hordes of the Whispering Tyrant. These goblins their magical effects as well. You can use Crafting instead of
rescued the hapless humans of Lastwall and escorting a skill associated with a magic tradition to Identify Magic on
them to Absalom, where the humans gratefully rewarded magic items, though not on any other sorts of magic.
the goblins by giving them the glorious Puddles district, a
region of the city already filled with sturdy houses and even RACONTEUR’S RELOAD [one-action]
a castle for the goblins and their newly proclaimed king. GUNSLINGER
Surrounded by such stories of goblin glory, Zakzak pushed Your rapid or forceful words draw the enemy’s attention away
himself constantly, crafting a firearm of unparalleled from your hands long enough to chamber another bullet.
might in the form of his spoon gun, forged from scraps he Interact to reload and then attempt a Deception check to
scrounged himself from Absalom’s back alleys. Create a Diversion or an Intimidation check to Demoralize.
But even a mighty goblin with an even-mightier
weapon needs an adventure before he can make his RISKY RELOAD [[one-action] FEAT 2
name. Hearing the stories of the gunslingers of Alkenstar, FLOURISH GUNSLINGER
Zakzak boarded a ship for the port of Quantium, hoping Requirements You are wielding a firearm.
to find passage from there on to Alkenstar. During the You’ve practiced a technique for rapidly reloading your firearm,
journey, Zakzak made an unlikely friend: an elven sniper but it’s a dangerous gamble with your firearm’s functionality.
named Zindarel. Despite the Jinin elf’s best efforts to Interact to reload a firearm, then make a Strike with that
discourage the goblin, Zakzak knew a loner in need of a firearm. If the Strike fails, the firearm misfires.
friend if ever he saw one. By the time their ship reached
port the two had forged a bond that Zakzak knew was a TEN PACES [free-action]
lifelong friendship and that Zindarel found surprisingly GUNSLINGER
tolerable. Together, the two traveled on to Alkenstar in Trigger You roll initiative.
search of adventure and opportunity. You react to trouble with lightning speed,
positioning yourself just right. You gain a +2
RULES INDEX circumstance bonus to your initiative
roll, and you can Interact to draw a
BLAST LOCK [one-action] FEAT 1 one-handed firearm or one-handed
ATTACK GUNSLINGER crossbow. As your first action on
Requirements You are wielding a loaded firearm. your first turn, you can Step up to
Sometimes taking the shortest distance between two 10 feet as a free action.
points involves removing an obstacle or two. You shoot
your firearm at a lock within 10 feet. Make an attack roll
against the DC required to Pick the Lock.
Critical Success You open the lock, or you achieve
two successes toward opening a complex lock.
Success You open the lock, or you achieve one
success toward opening a complex lock.
Failure You fail to open the lock, and your
shot makes it harder to
open. Future attempts
to Pick the Lock or
Blast the Lock take
a –2 circumstance
penalty.
Critical Failure You fail to open the lock, and your
shot makes it much harder to open. Future attempts
to Pick the Lock or Blast the Lock take a –4
circumstance penalty.

7
Zakzak Gunslinger 3
ANCESTRY GOBLIN (RAZORTOOTH GOBLIN) BACKGROUND JUNK COLLECTOR
PERCEPTION
Equipment
SPEED 25 FEET +7 (EXPERT)

ALIGNMENT CG SENSES DARKVISION READY +1 spoon gun


WORN firearm cleaning kit, grappling hook, minor healing potions (2), holly
LANGUAGES COMMON, GOBLIN bush feather token (2), leather armor, rope, rounds (20), thieves’
STRENGTH DEXTERITY CONSTITUTION tools, 9 gp, 9 sp
MODIFIER MODIFIER MODIFIER
STR 12 (+1) DEX 18 (+4) CON 14 (+2)
INTELLIGENCE WISDOM CHARISMA
MODIFIER MODIFIER MODIFIER
INT 10 (+0) WIS 10 (+0) CHA 14 (+2)

Strikes
MELEE [one-action] jaws +9 (finesse, unarmed), Damage 1d6+1 piercing
RANGED [one-action]spoon gun +12 (cobbled, goblin, modular B, P, or S , reload 1, scatter
5 feet; range 30 feet), Damage 1d6+1

Skills
ACROBATICS (T) ATHLETICS (U) CRAFTING (T)
+9 +1 +5
DECEPTION (T) ENGINEERING LORE (T) INTIMIDATION (E)
+7 +5 +9
STEALTH (T)
+9

Feats and Abilities


CLASS FEATURES Raconteur's Reload, singular expertise, Ten Paces, stubborn,
way of the pistolero
ANCESTRY FEATS Goblin Weapon Familiarity
CLASS FEATS Blast Lock, Risky Reload
GENERAL FEATS Toughness
SKILL FEATS Cat Fall, Crafter’s Appraisal

Defenses
HIT POINTS ARMOR CLASS
39 20
FORTITUDE REFLEX WILL
+9 +11 +7

8
Zindarel
Born among Tian Xia’s Jinin elves, Zindarel’s culture you must be prone, benefiting from cover, or near a feature
adopted many societal cues from nearby Minkai. Zindarel that allows you to take cover to Take Cover, and you need to be
was raised as a warrior and trained relentlessly in the benefiting from cover or concealed to a creature to Hide from
ways of battle. Ultimately, her dedication to her craft and that creature.
her steady hand earned her a rare gift from afar: a mithral
tree, a firearm of exceeding beauty and craftsmanship, DEFENSIVE ARMAMENTS FEAT 2
reinforced with polished metal bands across its length for GUNSLINGER
deflecting spear thrusts and parrying sword strikes. You use bulky firearms or crossbows to shield your body from
Why Zindarel left her home and responsibilities behind attack. Any two-handed firearms and two-handed crossbows
is something she rarely speaks of, though when prompted, you wield gain the parry trait. If an appropriate weapon already
she isn’t shy about sharing her pride in her homeland and has the parry trait, increase the circumstance bonus to AC it
training. She also freely offers her counsel on matters of grants when used to parry from +1 to +2.
battle with calm confidence, always prioritizing tactical
efficacy over personal glory. During her journey to ONE SHOT, ONE KILL [free-action]
Alkenstar, Zindarel formed an unlikely friendship GUNSLINGER
with the goblin “hero” Zakzak. What, exactly, Trigger You roll Stealth for initiative.
an elven warrior might enjoy from the company Your first shot is the deadliest. You Interact to draw
of a boisterous goblin with an excessive sense of a firearm or crossbow. On your first turn, your first
self‑worth is something that Zindarel herself might Strike with that weapon deals an additional 1d6
not even be sure about, but the friendship precision damage. This bonus damage increases
between the two is genuine. to 2d6 at 9th level and 3d6 at 15th level.

RULES INDEX

COVER FIRE [one-action] FEAT 1


GUNSLINGER
Frequency once per round
Requirements You are wielding a loaded
firearm or crossbow and an enemy you can
see within the weapon’s maximum range
has cover from you.
You lay down suppressive fire designed to
protect allies by forcing foes behind cover. You
make a firearm or crossbow Strike targeting the
enemy who has cover, who must decide before
you roll your attack whether it is going
to duck out of the way. If the target
ducks, it gains a +4 circumstance
bonus to AC against your
attack, but also takes a –2
circumstance penalty
to ranged attack rolls
until the end of its
next turn. If the target chooses not to duck, you gain
a +1 circumstance bonus to your attack roll for that Strike.

COVERED RELOAD [one-action]


GUNSLINGER
You duck into a safe position or otherwise
minimize your profile while reloading to
make your next attack. Either Take Cover or
attempt to Hide, then Interact to reload. As
normal, you must meet the requirements to Take Cover or Hide;

9
Zindarel Gunslinger 3
ANCESTRY ELF (SEER ELF) BACKGROUND SPOTTER
SPEED 35 FEET PERCEPTION +10 (EXPERT)

ALIGNMENT LG SENSES LOW-LIGHT VISION

LANGUAGES COMMON, ELVEN, SYLVAN, TIEN


STRENGTH DEXTERITY CONSTITUTION
MODIFIER MODIFIER MODIFIER
STR 10 (+0) DEX 18 (+4) CON 10 (+0)
INTELLIGENCE WISDOM CHARISMA
MODIFIER MODIFIER MODIFIER
INT 14 (+2) WIS 16 (+3) CHA 10 (+0)

Strikes
MELEE [one-action] bayonet +9 (agile, finesse), Damage 1d4 piercing
RANGED [one-action] mithral tree +12 (concussive, elf, fatal d10, parry, reload 1, range 150
feet), Damage 1d6+1 piercing

Skills
ACROBATICS (T) ATHLETICS (T) CRAFTING (T)
+9 +5 +7
OCCULTISM (T) SCOUTING LORE (T) SOCIETY (T)
+7 +7 +7
STEALTH (E) SURVIVAL (T)
+11 +8

Feats and Abilities


CLASS FEATURES Covered Reload; One Shot, One Kill; singular expertise;
stubborn; way of the sniper
ANCESTRY FEATS Elven Weapon Familiarity
CLASS FEATS Cover Fire, Defensive Armaments
GENERAL FEATS Fleet
SKILL FEATS Steady Balance, Terrain Stalker (rubble)

Defenses
HIT POINTS ARMOR CLASS
30 20
FORTITUDE REFLEX WILL
+7 +11 +10

Equipment
READY bayonet, +1 mithral tree
WORN rounds (20), everburning torch, firearm cleaning kit, minor healing
potions (2), hourglass, leather armor, rope, onyx panther talisman,
4 gp

10
Weapon Traits and Common Terms
The following traits and terms are likely to come up for weapon misfires and jams. The attack is an automatic
players during the course of this adventure. Provide a copy critical failure, and you must use an Interact action to
of this sheet for the table to reference, or send a copy to clear the jam before you can reload the weapon and fire
each of your players if playing online. again. Once you have spent at least an hour cleaning a
Agile (weapon trait) The multiple attack penalty you weapon, you don’t need to roll for a misfire until the next
take with this weapon on the second attack on your turn day unless an effect says otherwise. You can clean multiple
is –4 instead of –5, and –8 instead of –10 on the third and firearms during this hour, up to a reasonable limit as
subsequent attacks in the turn. determined by the GM (typically no more than five).
Backstabber (weapon trait) When you hit a flat-footed Some abilities cause a weapon to misfire as part of
creature, this weapon deals 1 precision damage in addition their effects. If such a misfire happens as a result of an
to its normal damage. The precision damage increases to 2 attack (due to an action that causes a misfire on a failed
if the weapon is a +3 weapon. attack, for example), it retroactively makes the attack a
Concealable (weapon trait) This weapon is designed critical failure.
to be inconspicuous or easily concealed. You gain a +2 Reload While all weapons need some amount of time
circumstance bonus to Stealth checks and DCs to hide or to get into position, many ranged weapons also need to
conceal a weapon with this trait. be loaded and reloaded. This entry indicates how many
Concussive (weapon trait) These weapons smash as much Interact actions it takes to reload such weapons. This
as puncture. When determining a creature’s resistance or can be 0 if drawing ammunition and firing the weapon
immunity to damage from this weapon, use the weaker are part of the same action. If an item takes 2 or more
of the target’s resistance or immunity to piercing or to actions to reload, the GM determines whether they must
bludgeoning. For instance, if the creature were immune to be performed together as an activity, or you can spend
piercing and had no resistance or immunity to bludgeoning some of those actions during one turn and the rest during
damage, it would take full damage from a concussive your next turn.
weapon. Resistance or immunity to all physical damage, An item with an entry of “—” must be drawn to be
or all damage, applies as normal. thrown, which usually takes an Interact action just like
Fatal (weapon trait) The fatal trait includes a die size. drawing any other weapon. Reloading a ranged weapon
On a critical hit, the weapon’s damage die increases to and drawing a thrown weapon both require a free hand.
that die size instead of the normal die size, and the weapon Switching your grip to free a hand and then to place your
adds one additional damage die of the listed size. hands in the grip necessary to wield the weapon are both
Finesse (weapon trait) You can use your Dexterity included in the actions you spend to reload a weapon.
modifier instead of your Strength modifier on attack Scatter (weapon trait) This weapon fires a cluster of
rolls using this melee weapon. You still use your Strength pellets in a wide spray. Scatter always has an area listed
modifier when calculating damage. with it, indicating the radius of the spray. On a hit, the
Kickback (weapon trait) A kickback weapon is extra primary target of attacks with a scatter weapon takes
powerful and difficult to use. A kickback weapon deals the listed damage, and the target and all other creatures
1 additional damage with all attacks. Firing a kickback within the listed radius around it take 1 point of splash
weapon gives a –2 circumstance penalty to the attack damage per weapon damage die.
roll, but characters with 14 or more Strength ignore the Stubborn (class feature) When you fail, but don’t
penalty. Attaching a kickback weapon to a deployed bipod critically fail, a Will save against an effect that would give
or tripod can lower or negate this penalty. you the controlled condition, you can attempt a second
Misfire Firearms that are improperly maintained or save against the effect at the start of your next turn. On
subjected to unusual strain can misfire. If you attempt to a successful second save, the controlled condition ends,
fire a firearm that was fired the previous day or earlier and though any other effects remain. As normal, failing this
hasn’t been cleaned since then, roll a DC 5 flat check before second save doesn’t allow you to attempt a third save on
making your attack roll. If you fail this misfire check, the the subsequent turn.

11
OPEN GAME LICENSE VERSION 1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright PAIZO INC.
2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. Creative Director • James Jacobs
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners
who have contributed Open Game Content; (b) “Derivative Material” means Director of Game Design • Jason Bulmahn
copyrighted material including derivative works and translations (including into Director of Visual Design • Sarah E. Robinson
other computer languages), potation, modification, correction, addition, extension, Director of Game Development • Adam Daigle
upgrade, improvement, compilation, abridgment or other form in which an existing Development Managers • Jason Keeley, Ron Lundeen, and Linda Zayas-Palmer
work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, Senior Developer • Jason Tondro
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise Developers • Eleanor Ferron, Thurston Hillman, Luis Loza, and Patrick Renie
distribute; (d) “Open Game Content” means the game mechanic and includes the Starfinder Lead Designer • Joe Pasini
methods, procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art and any Starfinder Senior Developer • John Compton
additional content clearly identified as Open Game Content by the Contributor, Organized Play Line Developers • Jenny Jarzabski and Mike Kimmel
and means any work covered by this License, including translations and derivative Design Manager • Mark Seifter
works under copyright law, but specifically excludes Product Identity. (e) Pathfinder Lead Designer • Logan Bonner
“Product Identity” means product and product line names, logos and identifying Designers • James Case and Michael Sayre
marks including trade dress; artifacts, creatures, characters, stories, storylines, Managing Editor • Leo Glass
plots, thematic elements, dialogue, incidents, language, artwork, symbols, Senior Editor • Avi Kool
designs, depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and descriptions Editors • Addley C. Fannin, Patrick Hurley, Ianara Natividad, and K. Tessa Newton
of characters, spells, enchantments, personalities, teams, personas, likenesses and Managing Art Director • Sonja Morris
special abilities; places, locations, environments, creatures, equipment, magical Art Directors • Kent Hamilton, Kyle Hunter, and Adam Vick
or supernatural abilities or effects, logos, symbols, or graphic designs; and any Senior Graphic Designer • Emily Crowell
other trademark or registered trademark clearly identified as Product identity Production Designer • Justin Lucas
by the owner of the Product Identity, and which specifically excludes the Open Director of Brand Strategy • Mark Moreland
Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs Paizo CEO • Lisa Stevens
that are used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g) “Use”, President • Jeffrey Alvarez
“Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate Chief Creative Officer • Erik Mona
and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” Chief Financial Officer • Ryan Kyle
means the licensee in terms of this agreement. Chief Technical Officer • Vic Wertz
2. The License: This License applies to any Open Game Content that contains a Director of Project Management • Glenn Elliott
notice indicating that the Open Game Content may only be Used under and in terms Project Coordinator • Lee Rucker
of this License. You must affix such a notice to any Open Game Content that you Vice President of Sales & E-Commerce • Mike Webb
Use. No terms may be added to or subtracted from this License except as described
by the License itself. No other terms or conditions may be applied to any Open Director of Sales • Pierce Watters
Game Content distributed using this License. Sales Manager • Cosmo Eisele
3. Offer and Acceptance: By Using the Open Game Content You indicate Your Vice President of Marketing & Licensing • Jim Butler
acceptance of the terms of this License. Director of Licensing • John Feil
4. Grant and Consideration: In consideration for agreeing to use this License, the Marketing Coordinator • Leah Beckleman
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license Marketing and Media Manager • Aaron Shanks
with the exact terms of this License to Use, the Open Game Content. Director of Community • Tonya Woldridge
5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Your Organized Play Coordinator • Alex Speidel
original creation and/or You have sufficient rights to grant the rights conveyed Accountant • William Jorenby
by this License. Accounting & AP Specialist • Eric Powell
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion Finance Operations Specialist • B. Scott Keim
of this License to include the exact text of the COPYRIGHT NOTICE of any Open Director of Technology • Rei Ko
Game Content You are copying, modifying or distributing, and You must add the Front End Engineering Lead • Andrew White
title, the copyright date, and the copyright holder’s name to the COPYRIGHT Senior Software Developer • Gary Teter
NOTICE of any original Open Game Content you distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including Software Architect • Brian Bauman
as an indication as to compatibility, except as expressly licensed in another, Software Developer • Robert Brandenburg
independent Agreement with the owner of each element of that Product Identity. Software Test Engineers • Erik Keith and Levi Steadman
You agree not to indicate compatibility or co-adaptability with any Trademark or System Administrators II • Whitney Chatterjee and Josh Thornton
Registered Trademark in conjunction with a work containing Open Game Content Web Content Manager • Maryssa Lagervall
except as expressly licensed in another, independent Agreement with the owner of Webstore Coordinator • Katina Davis
such Trademark or Registered Trademark. The use of any Product Identity in Open Customer Service Team • Raychael Allor, Heather Fantasia, Keith Greer, Logan
Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain Harper, and Austin Phillips
all rights, title and interest in and to that Product Identity. Warehouse Manager • Jeff Strand
8. Identification: If you distribute Open Game Content You must clearly indicate Logistics Coordinator • Kevin Underwood
which portions of the work that you are distributing are Open Game Content. Warehouse Distribution Lead • Heather Payne
9. Updating the License: Wizards or its designated Agents may publish updated Warehouse Team • Alexander Crain, Mika Hawkins, James Mafi, and Loren Walton
versions of this License. You may use any authorized version of this License to
copy, modify and distribute any Open Game Content originally distributed under
any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy
of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder
Content using the name of any Contributor unless You have written permission Roleplaying Game (Second Edition).
from the Contributor to do so. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open
12. Inability to Comply: If it is impossible for You to comply with any of the terms Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered
of this License with respect to some or all of the Open Game Content due to statute, trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and
judicial order, or governmental regulation then You may not Use any Open Game descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, organizations,
Material so affected. plots, storylines, and trade dress. (Elements that have previously been designated as Open Game Content,
13. Termination: This License will terminate automatically if You fail to comply or are exclusively derived from previous Open Game Content, or that are in the public domain are not
with all terms herein and fail to cure such breach within 30 days of becoming included in this declaration.)
aware of the breach. All sublicenses shall survive the termination of this License. Open Game Content: Except for material designated as Product Identity, the game mechanics of this Paizo
14. Reformation: If any provision of this License is held to be unenforceable, such game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No
provision shall be reformed only to the extent necessary to make it enforceable. portion of this work other than the material designated as Open Game Content may be reproduced in any
15. COPYRIGHT NOTICE form without written permission.
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Pathfinder One-Shot: Head-Shot the Rot © 2021, Paizo Inc. All Rights Reserved. Paizo, the Paizo golem
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered
Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder
Gygax and Dave Arneson. Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles,
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost
Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path,
Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, Starfinder Roleplaying
Pathfinder One-Shot: Head-Shot the Rot © 2021, Paizo Inc.; Author: Michael Sayre. Game, and Starfinder Society are trademarks of Paizo Inc.

12

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy